Procedural Hex Tiles For Blender + Honeycomb Example Material

by Sanctus in Materials, Shaders, Textures


Procedural Hexagon Coordinates for Blender + Honeycomb Example Material

Includes: 

Vector Coordinates per Cell
Location per Cell
Random Value per Cell
Hex Gradient per Cell

Uses UV coordinates, you can add a UV coord with Mapping to alter it.


Honeycomb Material: 

To use it follow this steps

On render Properties:

Activate Cycles Esperimental Feature Set

Set the Subdivision Dicing in Viewport to 1.0 pixels

Add a subdivision surface modifier with ADAPTIVE subdivision and Dicing Scale of 1 (you can even go to 0.75 or 0.5 for more fine detail) to the object with the material.

The shader uses UV coordinates

Dev Fund Contributor
Published 3 months ago
Software Version 2.93
Render Engine Used cycles, eevee
License Royalty Free
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